Hello, i install java, it's interesting but i want to write 3D applications... So i downloaded Java3D, jMonkeyEngine... And i can't work with them! Case there is no good tutors about Java3D and others... It's easier to me to write on Clear OpenGL. But i can't find it i'm using NetBeans. Where i can find JOGL libs?

I can provide you a version of JMonkeyEngine 2.0 running with JOGL 1.1.1a, I used it in the past. I can port it to JOGL 2.0 if you really plan to use it. You can use Ardor3D with my renderer based on JOGL 2.0.

You're welcome. Both LWJGL and JogAmp are actually sets of APIs, both contain a Java binding for OpenGL, OpenAL and OpenCL. LWJGL supports OpenGL-ES too in a separate branch (please can a contributor of LWJGL confirm that?) whereas JOGL 2.0 has an homogeneous support of both OpenGL and OpenGL-ES with both backward and forward compatible profiles when it is possible, it works fine under Android and any Linux ARM embedded devices too (PC sticks, high end smartphones, etc). LWJGL and JogAmp have their own AWT-free native windowing toolkit (NEWT for JogAmp). I have to be honest with you, almost no commercial games use JogAmp whereas it has a huge success in other kinds of applications, especially in scientific visualization. There are several good Java engines using OpenGL, most of them use LWJGL or both (LWJGL and JOGL). The JogAmp foundation has decided to provide ports of all renderers based on real users needs, i.e if you need a port, just ask for it and I'll do so. Processing uses JOGL. Ardor3D and Java3D 1.6 pre daily have the best support of JOGL. We have more and more contributers, JogAmp will be even shown at Siggraph 2012 in Los Angeles. We are very excited because we have tons of very promising projects, a full hardware accelerated Java2D stack, curve and text rendering on the GPU, (maybe) support for Tizen and Firefox OS, JInput For JogAmp, etc... You can just look at JogAmp forum, I'm very active on it, I try to support a lot of projects, I have already helped teachers, engineers and students on long term projects. LWJGL community is very active but JogAmp community too (maybe a bit less), we are just less active here because of some problems of "behavior", that's why we prefer using our own forum. LWJGL IRC channel is very active too, I can't deny that. Feel free to ask other questions.

Edit.: there are still some projects that we have not yet started because we are very busy with the slides and the demos for Siggraph, for example the support of OpenSL ES and the improvement of OpenALSoft support for JOAL.

wow... thanks a lot! So, if i want to create a game - it's easier to use LWJGL... but if i want to create any other Application(not game) it's better - JogAmp...Am i right?

Actually, this is what some people wrongly think. Using LWJGL for games is as easy as JogAmp, some JogAmp nice features are a bit helpful for applications, for example the interoperability with AWT / Java2D and the curve and text rendering on the GPU.

If you plan to use JOGL and Java3D, you should look at the source code of Arabian Flights on Sourceforge.net.

The question of LWJGL or JogAmp is a big one.In the end LWJGL and JogAmp are both almost equally "hard" to write for anything, because they both wrap OpenGL, which will be the most code you write.The only difference between them is the organisation of the wrapping and the windowing managment (in the first place).

I'd suggest to try out both JogAmp and LWJGL, but only for looking how the window managment is working, and which one you like best. LWJGL has some static things going on there, to make it easier for newbes to get into programming with ogl.JOGL has some more AWT-like window managment and a more Object oriented design.

Actually you are attacking your own people. I just wanted to be neutral

I attack nobody, I have nothing to hide. Multiple screens are already supported in NEWT but there are still a few things to fix, I prefer being honest.

N.B: You're right about the difficulty. Using a binding for the OpenGL API is almost as hard as using straight OpenGL, you have to understand the concepts.

In my humble opinion, it is better to understand the low level APIs before using middle level APIs (Jzy3D for example) and high level APIs, it drives you much more autonomous even though it is harder but some people here prefer doing exactly the opposite, starting by using high level APIs and learning the lower level things later.

@zetsin Making 3D applications requires an important investment in time, don't underestimate the difficulties and you should look at the video about scenegraph for dummies if you don't really understand how it works. I used plain OpenGL for years but I use scenegraphs to avoid reinventing the wheel.

Hello, i install java, it's interesting but i want to write 3D applications... So i downloaded Java3D, jMonkeyEngine... And i can't work with them! Case there is no good tutors about Java3D and others... It's easier to me to write on Clear OpenGL. But i can't find it i'm using NetBeans. Where i can find JOGL libs?

It has an extremely easy setup, with everything explained in the wiki.

You still have to set the Java library path or the native library location.

Everything's explained in the wiki. Also, I meant it's also easier code-wise.

Yes the wiki is very complete, the installation for all major IDEs is explained with details and screen captures but the absence of native libraries as separated files eases and drives the deployment more homogeneous, it allows to use only JARs, the Java library decides which native libraries to extract and load, it eliminates confusions when someone runs a 32 bits JVM on a 64 bits machine, it avoids to put dirty hacks into your build script(s) to set the Java library path correctly everywhere. In my case, it allowed me to provide all-in-one ready to use projects, the developer only has to click on the "compile" Ant task and then on "run" and it simply works

Easier code-wise and more limited when it deals with supporting multiple screens? When LWJGL 3 supports that, it will have to drive its public API a bit less straightforward and say good bye to its static methods for the display.

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